551 line - start (edit notepad+) ------------------------------------------------ -- Grenade remove and add commom.material || 1 greande == 2 material ------------------------------------------------ if countREG_Fla >= 6 then /// set MAX [Flashbang GRENADE] upgResult = 1 -- depends on craft recipe (half of item cost when crafted) upgOriginal = 1
if countREG_Fla >= 7 then //// set max + 1 upgResult = math.floor ( countREG_Fla - 6 ) -- set limit Regular grenade -- upgOriginal = 1 end
ts:RemoveItem( player, idREG_Fla, upgOriginal ) Game.AddToInventory("Items.CommonMaterial1", upgResult) --- if more than MAX remove 1grenade and add craftpart material --Game.AddToInventory("Items.money", 5) msg = msg.."\n 1 Grenade .. "..upgOriginal.." of "..upgResult.." is Removed!" msgFlag = false end 572 frag 590 emp 608 inc etc. list of grenades start at 126 for info
I don't understand how I'm supposed to get the Max carry on start mod to work the file in the folder is a .archive. Dropping that in the CET mods folder does nothing.
Copy the .archive to the ../cyberpunk 2077/archive/ folder. if you start new game Carry is set to 80; when you advance, the limit increases with fatigue (20 levels) +2, +2 ... +3 ... +4, +4 (total +50 carry) on 20 lvl
20 comments
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-- Grenade remove and add commom.material || 1 greande == 2 material
------------------------------------------------
if countREG_Fla >= 6 then /// set MAX [Flashbang GRENADE]
upgResult = 1 -- depends on craft recipe (half of item cost when crafted)
upgOriginal = 1
if countREG_Fla >= 7 then //// set max + 1
upgResult = math.floor ( countREG_Fla - 6 ) -- set limit Regular grenade --
upgOriginal = 1
end
ts:RemoveItem( player, idREG_Fla, upgOriginal )
Game.AddToInventory("Items.CommonMaterial1", upgResult) --- if more than MAX remove 1grenade and add craftpart material
--Game.AddToInventory("Items.money", 5)
msg = msg.."\n 1 Grenade .. "..upgOriginal.." of "..upgResult.." is Removed!"
msgFlag = false
end
572 frag
590 emp
608 inc etc.
list of grenades start at 126 for info
Would like to let the modmaker know that this mod seems to crash with combination of Enhanced Craft.
In my opinion there are huge ammo limits. Can you make mod that only change ammo capacity without changing limits for grenades/heals?
- does it scrap everything from my inventory
- does it affect ammo capacity
All I want is the scrap excess ammo part, or is it impossible to have just that part?Hving 30 on skippy and 49 on spare is like... too few lmao
the file in the folder is a .archive. Dropping that in the CET mods folder does nothing.
if you start new game Carry is set to 80;
when you advance, the limit increases with fatigue (20 levels)
+2, +2 ... +3 ... +4, +4 (total +50 carry) on 20 lvl